Arcane magic is the purview of wizards, from those who take the Test of High Sorcery to renegades who disregard the laws set down by the three gods of magic.
Arcane magic involves the direct manipulation of the forces of creation. These are cataclysmic forces, as witnessed in the Age of Dreams when the deities of magic were forced to intercede to save mortals from unleashing powers beyond their understanding.
Since Arcane magic holds such destructive potential, the gods of magic invoked what has become known as the Curse of the Magi. The curse of the Magi causes spells to fade from a wizard's memory once they are cast, forces mages to rest from the draining effect magic has upon one's health, and requires them to study their spells over and over again. Without these prohibitions, mortals might unleash mass destruction even surpassing that of the Cataclysm itself.
In the wake of the Cataclysm, when the other deities withdrew from the world, the three gods of magic remained. Represented by the three moons that orbit Krynn, wizards knew with more certainty than any others that the gods had not truly left, but were merely waiting for the right time to "return".
Once Chaos was defeated, the three moons disappeared, replaced by a single moon that held only a painful reminder of Solinari's lambent light, Lunitari's crimson glory, and Nuitari's stygian darkness (though Nuitari's shadow could only be seen by wizards of the Black Robes). With the disappearance of the three moons, arcane magic also disappeared. In the absence of their former magic, may wizards turned to new, untested "primal" sorcery, though they resented the loss of power they'd once had. No longer bound by the laws of magic set forth by the three deities, sorcerers could wield steel and spell in each hand, but gone were the days of truly powerful magic. Or so many believed.
With the revelation of Takhisis as the One God and her eventual defeat, the gods were once more able to return to Krynn. ONce more, the three deities of magic took their positions in the night sky, bringing with them the arcane magic of old.
Perhaps former wizards will return to their familiar magic. Some may decide to continue following the more independent, free-form path of sorcery. And perhaps it may be possible to meld the two.
High Sorcery
In the history of Ansalon, no other organizations are as highly regarded or as greatly feared as the Orders of High Sorcery. Formed early in the Age of Dreams, theirs is a legacy that has existed longer than any other organization, including the Knight of Solamnia.
The Orders of High Sorcery are comprised of three distinct groups: the White Robes of Good, the Red Robes of Neutrality, and the Black Robes of Evil. Divided by alignment, they are bound together by one ideal - a wizard's only loyalty is to magic.
When the three gods of magic first formed the orders, wizards were taught the Foundations of Wizardry:
1. (Solinari's Law): All wizards are brothers in their order. All orders are brothers in power.
2. (Lunitari's Law): The places of High Sorcery are held in common among all orders and no sorcery is to be used there in anger against fellow wizards.
3. (Nuitari's Law): The world beyond the walls of the towers may bring brother against brother and order against order, but such is the way of the universe.
Outside the towers, a Black Robe and a White Robe who found themselves on opposite sides of a battle would not hesitate to unleash their mightiest spells in an attempt to destroy one another. Yet within the towers, these same two may be found eagerly trading notes on magical research in perfect harmony. It is this loyalty to the magic above all that enabled the Orders of High Sorcery to remain in a world where they have occasionally been considered abominations that needed to be destroyed.